/******************************************************************************
 * Spine Runtimes Software License
 * Version 2.3
 * 
 * Copyright (c) 2013-2015, Esoteric Software
 * All rights reserved.
 * 
 * You are granted a perpetual, non-exclusive, non-sublicensable and
 * non-transferable license to use, install, execute and perform the Spine
 * Runtimes Software (the "Software") and derivative works solely for personal
 * or internal use. Without the written permission of Esoteric Software (see
 * Section 2 of the Spine Software License Agreement), you may not (a) modify,
 * translate, adapt or otherwise create derivative works, improvements of the
 * Software or develop new applications using the Software or (b) remove,
 * delete, alter or obscure any trademarks or any copyright, trademark, patent
 * or other intellectual property or proprietary rights notices on or in the
 * Software, including any copy thereof. Redistributions in binary or source
 * form must include this license and terms.
 * 
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
 * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
 * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

var spine = {
  radDeg: 180 / Math.PI,
  degRad: Math.PI / 180,
  temp: [],
    Float32Array: (typeof(Float32Array) === 'undefined') ? Array : Float32Array,
    Uint16Array: (typeof(Uint16Array) === 'undefined') ? Array : Uint16Array
};

spine.BoneData = function (name, parent) {
  this.name = name;
  this.parent = parent;
};
spine.BoneData.prototype = {
  length: 0,
  x: 0, y: 0,
  rotation: 0,
  scaleX: 1, scaleY: 1,
  inheritScale: true,
  inheritRotation: true,
  flipX: false, flipY: false
};

spine.BlendMode = {
  normal: 0,
  additive: 1,
  multiply: 2,
  screen: 3
};

spine.SlotData = function (name, boneData) {
  this.name = name;
  this.boneData = boneData;
};
spine.SlotData.prototype = {
  r: 1, g: 1, b: 1, a: 1,
  attachmentName: null,
  blendMode: spine.BlendMode.normal
};

spine.IkConstraintData = function (name) {
  this.name = name;
  this.bones = [];
};
spine.IkConstraintData.prototype = {
  target: null,
  bendDirection: 1,
  mix: 1
};

spine.Bone = function (boneData, skeleton, parent) {
  this.data = boneData;
  this.skeleton = skeleton;
  this.parent = parent;
  this.setToSetupPose();
};
spine.Bone.yDown = false;
spine.Bone.prototype = {
  x: 0, y: 0,
  rotation: 0, rotationIK: 0,
  scaleX: 1, scaleY: 1,
  flipX: false, flipY: false,
  m00: 0, m01: 0, worldX: 0, // a b x
  m10: 0, m11: 0, worldY: 0, // c d y
  worldRotation: 0,
  worldScaleX: 1, worldScaleY: 1,
  worldFlipX: false, worldFlipY: false,
  updateWorldTransform: function () {
    var parent = this.parent;
    if (parent) {
      this.worldX = this.x * parent.m00 + this.y * parent.m01 + parent.worldX;
      this.worldY = this.x * parent.m10 + this.y * parent.m11 + parent.worldY;
      if (this.data.inheritScale) {
        this.worldScaleX = parent.worldScaleX * this.scaleX;
        this.worldScaleY = parent.worldScaleY * this.scaleY;
      } else {
        this.worldScaleX = this.scaleX;
        this.worldScaleY = this.scaleY;
      }
      this.worldRotation = this.data.inheritRotation ? (parent.worldRotation + this.rotationIK) : this.rotationIK;
      this.worldFlipX = parent.worldFlipX != this.flipX;
      this.worldFlipY = parent.worldFlipY != this.flipY;
    } else {
      var skeletonFlipX = this.skeleton.flipX, skeletonFlipY = this.skeleton.flipY;
      this.worldX = skeletonFlipX ? -this.x : this.x;
      this.worldY = (skeletonFlipY != spine.Bone.yDown) ? -this.y : this.y;
      this.worldScaleX = this.scaleX;
      this.worldScaleY = this.scaleY;
      this.worldRotation = this.rotationIK;
      this.worldFlipX = skeletonFlipX != this.flipX;
      this.worldFlipY = skeletonFlipY != this.flipY;
    }
    var radians = this.worldRotation * spine.degRad;
    var cos = Math.cos(radians);
    var sin = Math.sin(radians);
    if (this.worldFlipX) {
      this.m00 = -cos * this.worldScaleX;
      this.m01 = sin * this.worldScaleY;
    } else {
      this.m00 = cos * this.worldScaleX;
      this.m01 = -sin * this.worldScaleY;
    }
    if (this.worldFlipY != spine.Bone.yDown) {
      this.m10 = -sin * this.worldScaleX;
      this.m11 = -cos * this.worldScaleY;
    } else {
      this.m10 = sin * this.worldScaleX;
      this.m11 = cos * this.worldScaleY;
    }
  },
  setToSetupPose: function () {
    var data = this.data;
    this.x = data.x;
    this.y = data.y;
    this.rotation = data.rotation;
    this.rotationIK = this.rotation;
    this.scaleX = data.scaleX;
    this.scaleY = data.scaleY;
    this.flipX = data.flipX;
    this.flipY = data.flipY;
  },
  worldToLocal: function (world) {
    var dx = world[0] - this.worldX, dy = world[1] - this.worldY;
    var m00 = this.m00, m10 = this.m10, m01 = this.m01, m11 = this.m11;
    if (this.worldFlipX != (this.worldFlipY != spine.Bone.yDown)) {
      m00 = -m00;
      m11 = -m11;
    }
    var invDet = 1 / (m00 * m11 - m01 * m10);
    world[0] = dx * m00 * invDet - dy * m01 * invDet;
    world[1] = dy * m11 * invDet - dx * m10 * invDet;
  },
  localToWorld: function (local) {
    var localX = local[0], localY = local[1];
    local[0] = localX * this.m00 + localY * this.m01 + this.worldX;
    local[1] = localX * this.m10 + localY * this.m11 + this.worldY;
  }
};

spine.Slot = function (slotData, bone) {
  this.data = slotData;
  this.bone = bone;
  this.setToSetupPose();
};
spine.Slot.prototype = {
  r: 1, g: 1, b: 1, a: 1,
  _attachmentTime: 0,
  attachment: null,
  attachmentVertices: [],
  setAttachment: function (attachment) {
    if (this.attachment == attachment) return;
    this.attachment = attachment;
    this._attachmentTime = this.bone.skeleton.time;
    this.attachmentVertices.length = 0;
  },
  setAttachmentTime: function (time) {
    this._attachmentTime = this.bone.skeleton.time - time;
  },
  getAttachmentTime: function () {
    return this.bone.skeleton.time - this._attachmentTime;
  },
  setToSetupPose: function () {
    var data = this.data;
    this.r = data.r;
    this.g = data.g;
    this.b = data.b;
    this.a = data.a;

    if (!data.attachmentName)
      this.setAttachment(null);
    else {
      var slotDatas = this.bone.skeleton.data.slots;
      for (var i = 0, n = slotDatas.length; i < n; i++) {
        if (slotDatas[i] == data) {
          this.attachment = null;
          this.setAttachment(this.bone.skeleton.getAttachmentBySlotIndex(i, data.attachmentName));
          break;
        }
      }
    }
  }
};

spine.IkConstraint = function (data, skeleton) {
  this.data = data;
  this.mix = data.mix;
  this.bendDirection = data.bendDirection;

  this.bones = [];
  for (var i = 0, n = data.bones.length; i < n; i++)
    this.bones.push(skeleton.findBone(data.bones[i].name));
  this.target = skeleton.findBone(data.target.name);
};
spine.IkConstraint.prototype = {
  apply: function () {
    var target = this.target;
    var bones = this.bones;
    switch (bones.length) {
    case 1:
      spine.IkConstraint.apply1(bones[0], target.worldX, target.worldY, this.mix);
      break;
    case 2:
      spine.IkConstraint.apply2(bones[0], bones[1], target.worldX, target.worldY, this.bendDirection, this.mix);
      break;
    }
  }
};
/** Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified in the world
 * coordinate system. */
spine.IkConstraint.apply1 = function (bone, targetX, targetY, alpha) {
  var parentRotation = (!bone.data.inheritRotation || !bone.parent) ? 0 : bone.parent.worldRotation;
  var rotation = bone.rotation;
  var rotationIK = Math.atan2(targetY - bone.worldY, targetX - bone.worldX) * spine.radDeg;
  if (bone.worldFlipX != (bone.worldFlipY != spine.Bone.yDown)) rotationIK = -rotationIK;
  rotationIK -= parentRotation;
  bone.rotationIK = rotation + (rotationIK - rotation) * alpha;
};
/** Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as possible. The
 * target is specified in the world coordinate system.
 * @param child Any descendant bone of the parent. */
spine.IkConstraint.apply2 = function (parent, child, targetX, targetY, bendDirection, alpha) {
  var childRotation = child.rotation, parentRotation = parent.rotation;
  if (!alpha) {
    child.rotationIK = childRotation;
    parent.rotationIK = parentRotation;
    return;
  }
  var positionX, positionY, tempPosition = spine.temp;
  var parentParent = parent.parent;
  if (parentParent) {
    tempPosition[0] = targetX;
    tempPosition[1] = targetY;
    parentParent.worldToLocal(tempPosition);
    targetX = (tempPosition[0] - parent.x) * parentParent.worldScaleX;
    targetY = (tempPosition[1] - parent.y) * parentParent.worldScaleY;
  } else {
    targetX -= parent.x;
    targetY -= parent.y;
  }
  if (child.parent == parent) {
    positionX = child.x;
    positionY = child.y;
  } else {
    tempPosition[0] = child.x;
    tempPosition[1] = child.y;
    child.parent.localToWorld(tempPosition);
    parent.worldToLocal(tempPosition);
    positionX = tempPosition[0];
    positionY = tempPosition[1];
  }
  var childX = positionX * parent.worldScaleX, childY = positionY * parent.worldScaleY;
  var offset = Math.atan2(childY, childX);
  var len1 = Math.sqrt(childX * childX + childY * childY), len2 = child.data.length * child.worldScaleX;
  // Based on code by Ryan Juckett with permission: Copyright (c) 2008-2009 Ryan Juckett, http://www.ryanjuckett.com/
  var cosDenom = 2 * len1 * len2;
  if (cosDenom < 0.0001) {
    child.rotationIK = childRotation + (Math.atan2(targetY, targetX) * spine.radDeg - parentRotation - childRotation) * alpha;
    return;
  }
  var cos = (targetX * targetX + targetY * targetY - len1 * len1 - len2 * len2) / cosDenom;
  if (cos < -1)
    cos = -1;
  else if (cos > 1)
    cos = 1;
  var childAngle = Math.acos(cos) * bendDirection;
  var adjacent = len1 + len2 * cos, opposite = len2 * Math.sin(childAngle);
  var parentAngle = Math.atan2(targetY * adjacent - targetX * opposite, targetX * adjacent + targetY * opposite);
  var rotation = (parentAngle - offset) * spine.radDeg - parentRotation;
  if (rotation > 180)
    rotation -= 360;
  else if (rotation < -180) //
    rotation += 360;
  parent.rotationIK = parentRotation + rotation * alpha;
  rotation = (childAngle + offset) * spine.radDeg - childRotation;
  if (rotation > 180)
    rotation -= 360;
  else if (rotation < -180) //
    rotation += 360;
  child.rotationIK = childRotation + (rotation + parent.worldRotation - child.parent.worldRotation) * alpha;
};

spine.Skin = function (name) {
  this.name = name;
  this.attachments = {};
};
spine.Skin.prototype = {
  addAttachment: function (slotIndex, name, attachment) {
    this.attachments[slotIndex + ":" + name] = attachment;
  },
  getAttachment: function (slotIndex, name) {
    return this.attachments[slotIndex + ":" + name];
  },
  _attachAll: function (skeleton, oldSkin) {
    for (var key in oldSkin.attachments) {
      var colon = key.indexOf(":");
      var slotIndex = parseInt(key.substring(0, colon));
      var name = key.substring(colon + 1);
      var slot = skeleton.slots[slotIndex];
      if (slot.attachment && slot.attachment.name == name) {
        var attachment = this.getAttachment(slotIndex, name);
        if (attachment) slot.setAttachment(attachment);
      }
    }
  }
};

spine.Animation = function (name, timelines, duration) {
  this.name = name;
  this.timelines = timelines;
  this.duration = duration;
};
spine.Animation.prototype = {
  apply: function (skeleton, lastTime, time, loop, events) {
    if (loop && this.duration != 0) {
      time %= this.duration;
      lastTime %= this.duration;
    }
    var timelines = this.timelines;
    for (var i = 0, n = timelines.length; i < n; i++)
      timelines[i].apply(skeleton, lastTime, time, events, 1);
  },
  mix: function (skeleton, lastTime, time, loop, events, alpha) {
    if (loop && this.duration != 0) {
      time %= this.duration;
      lastTime %= this.duration;
    }
    var timelines = this.timelines;
    for (var i = 0, n = timelines.length; i < n; i++)
      timelines[i].apply(skeleton, lastTime, time, events, alpha);
  }
};
spine.Animation.binarySearch = function (values, target, step) {
  var low = 0;
  var high = Math.floor(values.length / step) - 2;
  if (!high) return step;
  var current = high >>> 1;
  while (true) {
    if (values[(current + 1) * step] <= target)
      low = current + 1;
    else
      high = current;
    if (low == high) return (low + 1) * step;
    current = (low + high) >>> 1;
  }
};
spine.Animation.binarySearch1 = function (values, target) {
  var low = 0;
  var high = values.length - 2;
  if (!high) return 1;
  var current = high >>> 1;
  while (true) {
    if (values[current + 1] <= target)
      low = current + 1;
    else
      high = current;
    if (low == high) return low + 1;
    current = (low + high) >>> 1;
  }
};
spine.Animation.linearSearch = function (values, target, step) {
  for (var i = 0, last = values.length - step; i <= last; i += step)
    if (values[i] > target) return i;
  return -1;
};

spine.Curves = function (frameCount) {
  this.curves = []; // type, x, y, ...
  //this.curves.length = (frameCount - 1) * 19/*BEZIER_SIZE*/;
};
spine.Curves.prototype = {
  setLinear: function (frameIndex) {
    this.curves[frameIndex * 19/*BEZIER_SIZE*/] = 0/*LINEAR*/;
  },
  setStepped: function (frameIndex) {
    this.curves[frameIndex * 19/*BEZIER_SIZE*/] = 1/*STEPPED*/;
  },
  /** Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
   * cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
   * the difference between the keyframe's values. */
  setCurve: function (frameIndex, cx1, cy1, cx2, cy2) {
    var subdiv1 = 1 / 10/*BEZIER_SEGMENTS*/, subdiv2 = subdiv1 * subdiv1, subdiv3 = subdiv2 * subdiv1;
    var pre1 = 3 * subdiv1, pre2 = 3 * subdiv2, pre4 = 6 * subdiv2, pre5 = 6 * subdiv3;
    var tmp1x = -cx1 * 2 + cx2, tmp1y = -cy1 * 2 + cy2, tmp2x = (cx1 - cx2) * 3 + 1, tmp2y = (cy1 - cy2) * 3 + 1;
    var dfx = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv3, dfy = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv3;
    var ddfx = tmp1x * pre4 + tmp2x * pre5, ddfy = tmp1y * pre4 + tmp2y * pre5;
    var dddfx = tmp2x * pre5, dddfy = tmp2y * pre5;

    var i = frameIndex * 19/*BEZIER_SIZE*/;
    var curves = this.curves;
    curves[i++] = 2/*BEZIER*/;
    
    var x = dfx, y = dfy;
    for (var n = i + 19/*BEZIER_SIZE*/ - 1; i < n; i += 2) {
      curves[i] = x;
      curves[i + 1] = y;
      dfx += ddfx;
      dfy += ddfy;
      ddfx += dddfx;
      ddfy += dddfy;
      x += dfx;
      y += dfy;
    }
  },
  getCurvePercent: function (frameIndex, percent) {
    percent = percent < 0 ? 0 : (percent > 1 ? 1 : percent);
    var curves = this.curves;
    var i = frameIndex * 19/*BEZIER_SIZE*/;
    var type = curves[i];
    if (type === 0/*LINEAR*/) return percent;
    if (type == 1/*STEPPED*/) return 0;
    i++;
    var x = 0;
    for (var start = i, n = i + 19/*BEZIER_SIZE*/ - 1; i < n; i += 2) {
      x = curves[i];
      if (x >= percent) {
        var prevX, prevY;
        if (i == start) {
          prevX = 0;
          prevY = 0;
        } else {
          prevX = curves[i - 2];
          prevY = curves[i - 1];
        }
        return prevY + (curves[i + 1] - prevY) * (percent - prevX) / (x - prevX);
      }
    }
    var y = curves[i - 1];
    return y + (1 - y) * (percent - x) / (1 - x); // Last point is 1,1.
  }
};

spine.RotateTimeline = function (frameCount) {
  this.curves = new spine.Curves(frameCount);
  this.frames = []; // time, angle, ...
  this.frames.length = frameCount * 2;
};
spine.RotateTimeline.prototype = {
  boneIndex: 0,
  getFrameCount: function () {
    return this.frames.length / 2;
  },
  setFrame: function (frameIndex, time, angle) {
    frameIndex *= 2;
    this.frames[frameIndex] = time;
    this.frames[frameIndex + 1] = angle;
  },
  apply: function (skeleton, lastTime, time, firedEvents, alpha) {
    var frames = this.frames;
    if (time < frames[0]) return; // Time is before first frame.

    var bone = skeleton.bones[this.boneIndex];

    if (time >= frames[frames.length - 2]) { // Time is after last frame.
      var amount = bone.data.rotation + frames[frames.length - 1] - bone.rotation;
      while (amount > 180)
        amount -= 360;
      while (amount < -180)
        amount += 360;
      bone.rotation += amount * alpha;
      return;
    }

    // Interpolate between the previous frame and the current frame.
    var frameIndex = spine.Animation.binarySearch(frames, time, 2);
    var prevFrameValue = frames[frameIndex - 1];
    var frameTime = frames[frameIndex];
    var percent = 1 - (time - frameTime) / (frames[frameIndex - 2/*PREV_FRAME_TIME*/] - frameTime);
    percent = this.curves.getCurvePercent(frameIndex / 2 - 1, percent);

    var amount = frames[frameIndex + 1/*FRAME_VALUE*/] - prevFrameValue;
    while (amount > 180)
      amount -= 360;
    while (amount < -180)
      amount += 360;
    amount = bone.data.rotation + (prevFrameValue + amount * percent) - bone.rotation;
    while (amount > 180)
      amount -= 360;
    while (amount < -180)
      amount += 360;
    bone.rotation += amount * alpha;
  }
};

spine.TranslateTimeline = function (frameCount) {
  this.curves = new spine.Curves(frameCount);
  this.frames = []; // time, x, y, ...
  this.frames.length = frameCount * 3;
};
spine.TranslateTimeline.prototype = {
  boneIndex: 0,
  getFrameCount: function () {
    return this.frames.length / 3;
  },
  setFrame: function (frameIndex, time, x, y) {
    frameIndex *= 3;
    this.frames[frameIndex] = time;
    this.frames[frameIndex + 1] = x;
    this.frames[frameIndex + 2] = y;
  },
  apply: function (skeleton, lastTime, time, firedEvents, alpha) {
    var frames = this.frames;
    if (time < frames[0]) return; // Time is before first frame.

    var bone = skeleton.bones[this.boneIndex];

    if (time >= frames[frames.length - 3]) { // Time is after last frame.
      bone.x += (bone.data.x + frames[frames.length - 2] - bone.x) * alpha;
      bone.y += (bone.data.y + frames[frames.length - 1] - bone.y) * alpha;
      return;
    }

    // Interpolate between the previous frame and the current frame.
    var frameIndex = spine.Animation.binarySearch(frames, time, 3);
    var prevFrameX = frames[frameIndex - 2];
    var prevFrameY = frames[frameIndex - 1];
    var frameTime = frames[frameIndex];
    var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*PREV_FRAME_TIME*/] - frameTime);
    percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);

    bone.x += (bone.data.x + prevFrameX + (frames[frameIndex + 1/*FRAME_X*/] - prevFrameX) * percent - bone.x) * alpha;
    bone.y += (bone.data.y + prevFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - prevFrameY) * percent - bone.y) * alpha;
  }
};

spine.ScaleTimeline = function (frameCount) {
  this.curves = new spine.Curves(frameCount);
  this.frames = []; // time, x, y, ...
  this.frames.length = frameCount * 3;
};
spine.ScaleTimeline.prototype = {
  boneIndex: 0,
  getFrameCount: function () {
    return this.frames.length / 3;
  },
  setFrame: function (frameIndex, time, x, y) {
    frameIndex *= 3;
    this.frames[frameIndex] = time;
    this.frames[frameIndex + 1] = x;
    this.frames[frameIndex + 2] = y;
  },
  apply: function (skeleton, lastTime, time, firedEvents, alpha) {
    var frames = this.frames;
    if (time < frames[0]) return; // Time is before first frame.

    var bone = skeleton.bones[this.boneIndex];

    if (time >= frames[frames.length - 3]) { // Time is after last frame.
      bone.scaleX += (bone.data.scaleX * frames[frames.length - 2] - bone.scaleX) * alpha;
      bone.scaleY += (bone.data.scaleY * frames[frames.length - 1] - bone.scaleY) * alpha;
      return;
    }

    // Interpolate between the previous frame and the current frame.
    var frameIndex = spine.Animation.binarySearch(frames, time, 3);
    var prevFrameX = frames[frameIndex - 2];
    var prevFrameY = frames[frameIndex - 1];
    var frameTime = frames[frameIndex];
    var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*PREV_FRAME_TIME*/] - frameTime);
    percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);

    bone.scaleX += (bone.data.scaleX * (prevFrameX + (frames[frameIndex + 1/*FRAME_X*/] - prevFrameX) * percent) - bone.scaleX) * alpha;
    bone.scaleY += (bone.data.scaleY * (prevFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - prevFrameY) * percent) - bone.scaleY) * alpha;
  }
};

spine.ColorTimeline = function (frameCount) {
  this.curves = new spine.Curves(frameCount);
  this.frames = []; // time, r, g, b, a, ...
  this.frames.length = frameCount * 5;
};
spine.ColorTimeline.prototype = {
  slotIndex: 0,
  getFrameCount: function () {
    return this.frames.length / 5;
  },
  setFrame: function (frameIndex, time, r, g, b, a) {
    frameIndex *= 5;
    this.frames[frameIndex] = time;
    this.frames[frameIndex + 1] = r;
    this.frames[frameIndex + 2] = g;
    this.frames[frameIndex + 3] = b;
    this.frames[frameIndex + 4] = a;
  },
  apply: function (skeleton, lastTime, time, firedEvents, alpha) {
    var frames = this.frames;
    if (time < frames[0]) return; // Time is before first frame.

    var r, g, b, a;
    if (time >= frames[frames.length - 5]) {
      // Time is after last frame.
      var i = frames.length - 1;
      r = frames[i - 3];
      g = frames[i - 2];
      b = frames[i - 1];
      a = frames[i];
    } else {
      // Interpolate between the previous frame and the current frame.
      var frameIndex = spine.Animation.binarySearch(frames, time, 5);
      var prevFrameR = frames[frameIndex - 4];
      var prevFrameG = frames[frameIndex - 3];
      var prevFrameB = frames[frameIndex - 2];
      var prevFrameA = frames[frameIndex - 1];
      var frameTime = frames[frameIndex];
      var percent = 1 - (time - frameTime) / (frames[frameIndex - 5/*PREV_FRAME_TIME*/] - frameTime);
      percent = this.curves.getCurvePercent(frameIndex / 5 - 1, percent);

      r = prevFrameR + (frames[frameIndex + 1/*FRAME_R*/] - prevFrameR) * percent;
      g = prevFrameG + (frames[frameIndex + 2/*FRAME_G*/] - prevFrameG) * percent;
      b = prevFrameB + (frames[frameIndex + 3/*FRAME_B*/] - prevFrameB) * percent;
      a = prevFrameA + (frames[frameIndex + 4/*FRAME_A*/] - prevFrameA) * percent;
    }
    var slot = skeleton.slots[this.slotIndex];
    if (alpha < 1) {
      slot.r += (r - slot.r) * alpha;
      slot.g += (g - slot.g) * alpha;
      slot.b += (b - slot.b) * alpha;
      slot.a += (a - slot.a) * alpha;
    } else {
      slot.r = r;
      slot.g = g;
      slot.b = b;
      slot.a = a;
    }
  }
};

spine.AttachmentTimeline = function (frameCount) {
  this.curves = new spine.Curves(frameCount);
  this.frames = []; // time, ...
  this.frames.length = frameCount;
  this.attachmentNames = [];
  this.attachmentNames.length = frameCount;
};
spine.AttachmentTimeline.prototype = {
  slotIndex: 0,
  getFrameCount: function () {
    return this.frames.length;
  },
  setFrame: function (frameIndex, time, attachmentName) {
    this.frames[frameIndex] = time;
    this.attachmentNames[frameIndex] = attachmentName;
  },
  apply: function (skeleton, lastTime, time, firedEvents, alpha) {
    var frames = this.frames;
    if (time < frames[0]) {
      if (lastTime > time) this.apply(skeleton, lastTime, Number.MAX_VALUE, null, 0);
      return;
    } else if (lastTime > time) //
      lastTime = -1;

    var frameIndex = time >= frames[frames.length - 1] ? frames.length - 1 : spine.Animation.binarySearch1(frames, time) - 1;
    if (frames[frameIndex] < lastTime) return;

    var attachmentName = this.attachmentNames[frameIndex];
    skeleton.slots[this.slotIndex].setAttachment(
      !attachmentName ? null : skeleton.getAttachmentBySlotIndex(this.slotIndex, attachmentName));
  }
};

spine.EventTimeline = function (frameCount) {
  this.frames = []; // time, ...
  this.frames.length = frameCount;
  this.events = [];
  this.events.length = frameCount;
};
spine.EventTimeline.prototype = {
  getFrameCount: function () {
    return this.frames.length;
  },
  setFrame: function (frameIndex, time, event) {
    this.frames[frameIndex] = time;
    this.events[frameIndex] = event;
  },
  /** Fires events for frames > lastTime and <= time. */
  apply: function (skeleton, lastTime, time, firedEvents, alpha) {
    if (!firedEvents) return;

    var frames = this.frames;
    var frameCount = frames.length;

    if (lastTime > time) { // Fire events after last time for looped animations.
      this.apply(skeleton, lastTime, Number.MAX_VALUE, firedEvents, alpha);
      lastTime = -1;
    } else if (lastTime >= frames[frameCount - 1]) // Last time is after last frame.
      return;
    if (time < frames[0]) return; // Time is before first frame.

    var frameIndex;
    if (lastTime < frames[0])
      frameIndex = 0;
    else {
      frameIndex = spine.Animation.binarySearch1(frames, lastTime);
      var frame = frames[frameIndex];
      while (frameIndex > 0) { // Fire multiple events with the same frame.
        if (frames[frameIndex - 1] != frame) break;
        frameIndex--;
      }
    }
    var events = this.events;
    for (; frameIndex < frameCount && time >= frames[frameIndex]; frameIndex++)
      firedEvents.push(events[frameIndex]);
  }
};

spine.DrawOrderTimeline = function (frameCount) {
  this.frames = []; // time, ...
  this.frames.length = frameCount;
  this.drawOrders = [];
  this.drawOrders.length = frameCount;
};
spine.DrawOrderTimeline.prototype = {
  getFrameCount: function () {
    return this.frames.length;
  },
  setFrame: function (frameIndex, time, drawOrder) {
    this.frames[frameIndex] = time;
    this.drawOrders[frameIndex] = drawOrder;
  },
  apply: function (skeleton, lastTime, time, firedEvents, alpha) {
    var frames = this.frames;
    if (time < frames[0]) return; // Time is before first frame.

    var frameIndex;
    if (time >= frames[frames.length - 1]) // Time is after last frame.
      frameIndex = frames.length - 1;
    else
      frameIndex = spine.Animation.binarySearch1(frames, time) - 1;

    var drawOrder = skeleton.drawOrder;
    var slots = skeleton.slots;
    var drawOrderToSetupIndex = this.drawOrders[frameIndex];
    if (!drawOrderToSetupIndex) {
      for (var i = 0, n = slots.length; i < n; i++)
        drawOrder[i] = slots[i];
    } else {
      for (var i = 0, n = drawOrderToSetupIndex.length; i < n; i++)
        drawOrder[i] = skeleton.slots[drawOrderToSetupIndex[i]];
    }

  }
};

spine.FfdTimeline = function (frameCount) {
  this.curves = new spine.Curves(frameCount);
  this.frames = [];
  this.frames.length = frameCount;
  this.frameVertices = [];
  this.frameVertices.length = frameCount;
};
spine.FfdTimeline.prototype = {
  slotIndex: 0,
  attachment: 0,
  getFrameCount: function () {
    return this.frames.length;
  },
  setFrame: function (frameIndex, time, vertices) {
    this.frames[frameIndex] = time;
    this.frameVertices[frameIndex] = vertices;
  },
  apply: function (skeleton, lastTime, time, firedEvents, alpha) {
    var slot = skeleton.slots[this.slotIndex];
    if (slot.attachment != this.attachment) return;

    var frames = this.frames;
    if (time < frames[0]) return; // Time is before first frame.

    var frameVertices = this.frameVertices;
    var vertexCount = frameVertices[0].length;

    var vertices = slot.attachmentVertices;
    if (vertices.length != vertexCount) alpha = 1;
    vertices.length = vertexCount;

    if (time >= frames[frames.length - 1]) { // Time is after last frame.
      var lastVertices = frameVertices[frames.length - 1];
      if (alpha < 1) {
        for (var i = 0; i < vertexCount; i++)
          vertices[i] += (lastVertices[i] - vertices[i]) * alpha;
      } else {
        for (var i = 0; i < vertexCount; i++)
          vertices[i] = lastVertices[i];
      }
      return;
    }

    // Interpolate between the previous frame and the current frame.
    var frameIndex = spine.Animation.binarySearch1(frames, time);
    var frameTime = frames[frameIndex];
    var percent = 1 - (time - frameTime) / (frames[frameIndex - 1] - frameTime);
    percent = this.curves.getCurvePercent(frameIndex - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));

    var prevVertices = frameVertices[frameIndex - 1];
    var nextVertices = frameVertices[frameIndex];

    if (alpha < 1) {
      for (var i = 0; i < vertexCount; i++) {
        var prev = prevVertices[i];
        vertices[i] += (prev + (nextVertices[i] - prev) * percent - vertices[i]) * alpha;
      }
    } else {
      for (var i = 0; i < vertexCount; i++) {
        var prev = prevVertices[i];
        vertices[i] = prev + (nextVertices[i] - prev) * percent;
      }
    }
  }
};

spine.IkConstraintTimeline = function (frameCount) {
  this.curves = new spine.Curves(frameCount);
  this.frames = []; // time, mix, bendDirection, ...
  this.frames.length = frameCount * 3;
};
spine.IkConstraintTimeline.prototype = {
  ikConstraintIndex: 0,
  getFrameCount: function () {
    return this.frames.length / 3;
  },
  setFrame: function (frameIndex, time, mix, bendDirection) {
    frameIndex *= 3;
    this.frames[frameIndex] = time;
    this.frames[frameIndex + 1] = mix;
    this.frames[frameIndex + 2] = bendDirection;
  },
  apply: function (skeleton, lastTime, time, firedEvents, alpha) {
    var frames = this.frames;
    if (time < frames[0]) return; // Time is before first frame.

    var ikConstraint = skeleton.ikConstraints[this.ikConstraintIndex];

    if (time >= frames[frames.length - 3]) { // Time is after last frame.
      ikConstraint.mix += (frames[frames.length - 2] - ikConstraint.mix) * alpha;
      ikConstraint.bendDirection = frames[frames.length - 1];
      return;
    }

    // Interpolate between the previous frame and the current frame.
    var frameIndex = spine.Animation.binarySearch(frames, time, 3);
    var prevFrameMix = frames[frameIndex + -2/*PREV_FRAME_MIX*/];
    var frameTime = frames[frameIndex];
    var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*PREV_FRAME_TIME*/] - frameTime);
    percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);

    var mix = prevFrameMix + (frames[frameIndex + 1/*FRAME_MIX*/] - prevFrameMix) * percent;
    ikConstraint.mix += (mix - ikConstraint.mix) * alpha;
    ikConstraint.bendDirection = frames[frameIndex + -1/*PREV_FRAME_BEND_DIRECTION*/];
  }
};

spine.FlipXTimeline = function (frameCount) {
  this.curves = new spine.Curves(frameCount);
  this.frames = []; // time, flip, ...
  this.frames.length = frameCount * 2;
};
spine.FlipXTimeline.prototype = {
  boneIndex: 0,
  getFrameCount: function () {
    return this.frames.length / 2;
  },
  setFrame: function (frameIndex, time, flip) {
    frameIndex *= 2;
    this.frames[frameIndex] = time;
    this.frames[frameIndex + 1] = flip ? 1 : 0;
  },
  apply: function (skeleton, lastTime, time, firedEvents, alpha) {
    var frames = this.frames;
    if (time < frames[0]) {
      if (lastTime > time) this.apply(skeleton, lastTime, Number.MAX_VALUE, null, 0);
      return;
    } else if (lastTime > time) //
      lastTime = -1;
    var frameIndex = (time >= frames[frames.length - 2] ? frames.length : spine.Animation.binarySearch(frames, time, 2)) - 2;
    if (frames[frameIndex] < lastTime) return;
    skeleton.bones[this.boneIndex].flipX = frames[frameIndex + 1] != 0;
  }
};

spine.FlipYTimeline = function (frameCount) {
  this.curves = new spine.Curves(frameCount);
  this.frames = []; // time, flip, ...
  this.frames.length = frameCount * 2;
};
spine.FlipYTimeline.prototype = {
  boneIndex: 0,
  getFrameCount: function () {
    return this.frames.length / 2;
  },
  setFrame: function (frameIndex, time, flip) {
    frameIndex *= 2;
    this.frames[frameIndex] = time;
    this.frames[frameIndex + 1] = flip ? 1 : 0;
  },
  apply: function (skeleton, lastTime, time, firedEvents, alpha) {
    var frames = this.frames;
    if (time < frames[0]) {
      if (lastTime > time) this.apply(skeleton, lastTime, Number.MAX_VALUE, null, 0);
      return;
    } else if (lastTime > time) //
      lastTime = -1;
    var frameIndex = (time >= frames[frames.length - 2] ? frames.length : spine.Animation.binarySearch(frames, time, 2)) - 2;
    if (frames[frameIndex] < lastTime) return;
    skeleton.bones[this.boneIndex].flipY = frames[frameIndex + 1] != 0;
  }
};

spine.SkeletonData = function () {
  this.bones = [];
  this.slots = [];
  this.skins = [];
  this.events = [];
  this.animations = [];
  this.ikConstraints = [];
};
spine.SkeletonData.prototype = {
  name: null,
  defaultSkin: null,
  width: 0, height: 0,
  version: null, hash: null,
  /** @return May be null. */
  findBone: function (boneName) {
    var bones = this.bones;
    for (var i = 0, n = bones.length; i < n; i++)
      if (bones[i].name == boneName) return bones[i];
    return null;
  },
  /** @return -1 if the bone was not found. */
  findBoneIndex: function (boneName) {
    var bones = this.bones;
    for (var i = 0, n = bones.length; i < n; i++)
      if (bones[i].name == boneName) return i;
    return -1;
  },
  /** @return May be null. */
  findSlot: function (slotName) {
    var slots = this.slots;
    for (var i = 0, n = slots.length; i < n; i++) {
      if (slots[i].name == slotName) return slot[i];
    }
    return null;
  },
  /** @return -1 if the bone was not found. */
  findSlotIndex: function (slotName) {
    var slots = this.slots;
    for (var i = 0, n = slots.length; i < n; i++)
      if (slots[i].name == slotName) return i;
    return -1;
  },
  /** @return May be null. */
  findSkin: function (skinName) {
    var skins = this.skins;
    for (var i = 0, n = skins.length; i < n; i++)
      if (skins[i].name == skinName) return skins[i];
    return null;
  },
  /** @return May be null. */
  findEvent: function (eventName) {
    var events = this.events;
    for (var i = 0, n = events.length; i < n; i++)
      if (events[i].name == eventName) return events[i];
    return null;
  },
  /** @return May be null. */
  findAnimation: function (animationName) {
    var animations = this.animations;
    for (var i = 0, n = animations.length; i < n; i++)
      if (animations[i].name == animationName) return animations[i];
    return null;
  },
  /** @return May be null. */
  findIkConstraint: function (ikConstraintName) {
    var ikConstraints = this.ikConstraints;
    for (var i = 0, n = ikConstraints.length; i < n; i++)
      if (ikConstraints[i].name == ikConstraintName) return ikConstraints[i];
    return null;
  }
};

spine.Skeleton = function (skeletonData) {
  this.data = skeletonData;

  this.bones = [];
  for (var i = 0, n = skeletonData.bones.length; i < n; i++) {
    var boneData = skeletonData.bones[i];
    var parent = !boneData.parent ? null : this.bones[skeletonData.bones.indexOf(boneData.parent)];
    this.bones.push(new spine.Bone(boneData, this, parent));
  }

  this.slots = [];
  this.drawOrder = [];
  for (var i = 0, n = skeletonData.slots.length; i < n; i++) {
    var slotData = skeletonData.slots[i];
    var bone = this.bones[skeletonData.bones.indexOf(slotData.boneData)];
    var slot = new spine.Slot(slotData, bone);
    this.slots.push(slot);
    this.drawOrder.push(slot);
  }
  
  this.ikConstraints = [];
  for (var i = 0, n = skeletonData.ikConstraints.length; i < n; i++)
    this.ikConstraints.push(new spine.IkConstraint(skeletonData.ikConstraints[i], this));

  this.boneCache = [];
  this.updateCache();
};
spine.Skeleton.prototype = {
  x: 0, y: 0,
  skin: null,
  r: 1, g: 1, b: 1, a: 1,
  time: 0,
  flipX: false, flipY: false,
  /** Caches information about bones and IK constraints. Must be called if bones or IK constraints are added or removed. */
  updateCache: function () {
    var ikConstraints = this.ikConstraints;
    var ikConstraintsCount = ikConstraints.length;

    var arrayCount = ikConstraintsCount + 1;
    var boneCache = this.boneCache;
    if (boneCache.length > arrayCount) boneCache.length = arrayCount;
    for (var i = 0, n = boneCache.length; i < n; i++)
      boneCache[i].length = 0;
    while (boneCache.length < arrayCount)
      boneCache[boneCache.length] = [];

    var nonIkBones = boneCache[0];
    var bones = this.bones;

    outer:
    for (var i = 0, n = bones.length; i < n; i++) {
      var bone = bones[i];
      var current = bone;
      do {
        for (var ii = 0; ii < ikConstraintsCount; ii++) {
          var ikConstraint = ikConstraints[ii];
          var parent = ikConstraint.bones[0];
          var child= ikConstraint.bones[ikConstraint.bones.length - 1];
          while (true) {
            if (current == child) {
              boneCache[ii].push(bone);
              boneCache[ii + 1].push(bone);
              continue outer;
            }
            if (child == parent) break;
            child = child.parent;
          }
        }
        current = current.parent;
      } while (current);
      nonIkBones[nonIkBones.length] = bone;
    }
  },
  /** Updates the world transform for each bone. */
  updateWorldTransform: function () {
    var bones = this.bones;
    for (var i = 0, n = bones.length; i < n; i++) {
      var bone = bones[i];
      bone.rotationIK = bone.rotation;
    }
    var i = 0, last = this.boneCache.length - 1;
    while (true) {
      var cacheBones = this.boneCache[i];
      for (var ii = 0, nn = cacheBones.length; ii < nn; ii++)
        cacheBones[ii].updateWorldTransform();
      if (i == last) break;
      this.ikConstraints[i].apply();
      i++;
    }
  },
  /** Sets the bones and slots to their setup pose values. */
  setToSetupPose: function () {
    this.setBonesToSetupPose();
    this.setSlotsToSetupPose();
  },
  setBonesToSetupPose: function () {
    var bones = this.bones;
    for (var i = 0, n = bones.length; i < n; i++)
      bones[i].setToSetupPose();

    var ikConstraints = this.ikConstraints;
    for (var i = 0, n = ikConstraints.length; i < n; i++) {
      var ikConstraint = ikConstraints[i];
      ikConstraint.bendDirection = ikConstraint.data.bendDirection;
      ikConstraint.mix = ikConstraint.data.mix;
    }
  },
  setSlotsToSetupPose: function () {
    var slots = this.slots;
    var drawOrder = this.drawOrder;
    for (var i = 0, n = slots.length; i < n; i++) {
      drawOrder[i] = slots[i];
      slots[i].setToSetupPose(i);
    }
  },
  /** @return May return null. */
  getRootBone: function () {
    return this.bones.length ? this.bones[0] : null;
  },
  /** @return May be null. */
  findBone: function (boneName) {
    var bones = this.bones;
    for (var i = 0, n = bones.length; i < n; i++)
      if (bones[i].data.name == boneName) return bones[i];
    return null;
  },
  /** @return -1 if the bone was not found. */
  findBoneIndex: function (boneName) {
    var bones = this.bones;
    for (var i = 0, n = bones.length; i < n; i++)
      if (bones[i].data.name == boneName) return i;
    return -1;
  },
  /** @return May be null. */
  findSlot: function (slotName) {
    var slots = this.slots;
    for (var i = 0, n = slots.length; i < n; i++)
      if (slots[i].data.name == slotName) return slots[i];
    return null;
  },
  /** @return -1 if the bone was not found. */
  findSlotIndex: function (slotName) {
    var slots = this.slots;
    for (var i = 0, n = slots.length; i < n; i++)
      if (slots[i].data.name == slotName) return i;
    return -1;
  },
  setSkinByName: function (skinName) {
    var skin = this.data.findSkin(skinName);
    if (!skin) throw "Skin not found: " + skinName;
    this.setSkin(skin);
  },
  /** Sets the skin used to look up attachments before looking in the {@link SkeletonData#getDefaultSkin() default skin}. 
   * Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was 
   * no old skin, each slot's setup mode attachment is attached from the new skin.
   * @param newSkin May be null. */
  setSkin: function (newSkin) {
    if (newSkin) {
      if (this.skin)
        newSkin._attachAll(this, this.skin);
      else {
        var slots = this.slots;
        for (var i = 0, n = slots.length; i < n; i++) {
          var slot = slots[i];
          var name = slot.data.attachmentName;
          if (name) {
            var attachment = newSkin.getAttachment(i, name);
            if (attachment) slot.setAttachment(attachment);
          }
        }
      }
    }
    this.skin = newSkin;
  },
  /** @return May be null. */
  getAttachmentBySlotName: function (slotName, attachmentName) {
    return this.getAttachmentBySlotIndex(this.data.findSlotIndex(slotName), attachmentName);
  },
  /** @return May be null. */
  getAttachmentBySlotIndex: function (slotIndex, attachmentName) {
    if (this.skin) {
      var attachment = this.skin.getAttachment(slotIndex, attachmentName);
      if (attachment) return attachment;
    }
    if (this.data.defaultSkin) return this.data.defaultSkin.getAttachment(slotIndex, attachmentName);
    return null;
  },
  /** @param attachmentName May be null. */
  setAttachment: function (slotName, attachmentName) {
    var slots = this.slots;
    for (var i = 0, n = slots.length; i < n; i++) {
      var slot = slots[i];
      if (slot.data.name == slotName) {
        var attachment = null;
        if (attachmentName) {
          attachment = this.getAttachmentBySlotIndex(i, attachmentName);
          if (!attachment) throw "Attachment not found: " + attachmentName + ", for slot: " + slotName;
        }
        slot.setAttachment(attachment);
        return;
      }
    }
    throw "Slot not found: " + slotName;
  },
  /** @return May be null. */
  findIkConstraint: function (ikConstraintName) {
    var ikConstraints = this.ikConstraints;
    for (var i = 0, n = ikConstraints.length; i < n; i++)
      if (ikConstraints[i].data.name == ikConstraintName) return ikConstraints[i];
    return null;
  },
  update: function (delta) {
    this.time += delta;
  }
};

spine.EventData = function (name) {
  this.name = name;
};
spine.EventData.prototype = {
  intValue: 0,
  floatValue: 0,
  stringValue: null
};

spine.Event = function (data) {
  this.data = data;
};
spine.Event.prototype = {
  intValue: 0,
  floatValue: 0,
  stringValue: null
};

spine.AttachmentType = {
  region: 0,
  boundingbox: 1,
  mesh: 2,
  skinnedmesh: 3
};

spine.RegionAttachment = function (name) {
  this.name = name;
  this.offset = [];
  this.offset.length = 8;
  this.uvs = [];
  this.uvs.length = 8;
};
spine.RegionAttachment.prototype = {
  type: spine.AttachmentType.region,
  x: 0, y: 0,
  rotation: 0,
  scaleX: 1, scaleY: 1,
  width: 0, height: 0,
  r: 1, g: 1, b: 1, a: 1,
  path: null,
  rendererObject: null,
  regionOffsetX: 0, regionOffsetY: 0,
  regionWidth: 0, regionHeight: 0,
  regionOriginalWidth: 0, regionOriginalHeight: 0,
  setUVs: function (u, v, u2, v2, rotate) {
    var uvs = this.uvs;
    if (rotate) {
      uvs[2/*X2*/] = u;
      uvs[3/*Y2*/] = v2;
      uvs[4/*X3*/] = u;
      uvs[5/*Y3*/] = v;
      uvs[6/*X4*/] = u2;
      uvs[7/*Y4*/] = v;
      uvs[0/*X1*/] = u2;
      uvs[1/*Y1*/] = v2;
    } else {
      uvs[0/*X1*/] = u;
      uvs[1/*Y1*/] = v2;
      uvs[2/*X2*/] = u;
      uvs[3/*Y2*/] = v;
      uvs[4/*X3*/] = u2;
      uvs[5/*Y3*/] = v;
      uvs[6/*X4*/] = u2;
      uvs[7/*Y4*/] = v2;
    }
  },
  updateOffset: function () {
    var regionScaleX = this.width / this.regionOriginalWidth * this.scaleX;
    var regionScaleY = this.height / this.regionOriginalHeight * this.scaleY;
    var localX = -this.width / 2 * this.scaleX + this.regionOffsetX * regionScaleX;
    var localY = -this.height / 2 * this.scaleY + this.regionOffsetY * regionScaleY;
    var localX2 = localX + this.regionWidth * regionScaleX;
    var localY2 = localY + this.regionHeight * regionScaleY;
    var radians = this.rotation * spine.degRad;
    var cos = Math.cos(radians);
    var sin = Math.sin(radians);
    var localXCos = localX * cos + this.x;
    var localXSin = localX * sin;
    var localYCos = localY * cos + this.y;
    var localYSin = localY * sin;
    var localX2Cos = localX2 * cos + this.x;
    var localX2Sin = localX2 * sin;
    var localY2Cos = localY2 * cos + this.y;
    var localY2Sin = localY2 * sin;
    var offset = this.offset;
    offset[0/*X1*/] = localXCos - localYSin;
    offset[1/*Y1*/] = localYCos + localXSin;
    offset[2/*X2*/] = localXCos - localY2Sin;
    offset[3/*Y2*/] = localY2Cos + localXSin;
    offset[4/*X3*/] = localX2Cos - localY2Sin;
    offset[5/*Y3*/] = localY2Cos + localX2Sin;
    offset[6/*X4*/] = localX2Cos - localYSin;
    offset[7/*Y4*/] = localYCos + localX2Sin;
  },
  computeVertices: function (x, y, bone, vertices) {
    x += bone.worldX;
    y += bone.worldY;
    var m00 = bone.m00, m01 = bone.m01, m10 = bone.m10, m11 = bone.m11;
    var offset = this.offset;
    vertices[0/*X1*/] = offset[0/*X1*/] * m00 + offset[1/*Y1*/] * m01 + x;
    vertices[1/*Y1*/] = offset[0/*X1*/] * m10 + offset[1/*Y1*/] * m11 + y;
    vertices[2/*X2*/] = offset[2/*X2*/] * m00 + offset[3/*Y2*/] * m01 + x;
    vertices[3/*Y2*/] = offset[2/*X2*/] * m10 + offset[3/*Y2*/] * m11 + y;
    vertices[4/*X3*/] = offset[4/*X3*/] * m00 + offset[5/*X3*/] * m01 + x;
    vertices[5/*X3*/] = offset[4/*X3*/] * m10 + offset[5/*X3*/] * m11 + y;
    vertices[6/*X4*/] = offset[6/*X4*/] * m00 + offset[7/*Y4*/] * m01 + x;
    vertices[7/*Y4*/] = offset[6/*X4*/] * m10 + offset[7/*Y4*/] * m11 + y;
  }
};

spine.MeshAttachment = function (name) {
  this.name = name;
};
spine.MeshAttachment.prototype = {
  type: spine.AttachmentType.mesh,
  vertices: null,
  uvs: null,
  regionUVs: null,
  triangles: null,
  hullLength: 0,
  r: 1, g: 1, b: 1, a: 1,
  path: null,
  rendererObject: null,
  regionU: 0, regionV: 0, regionU2: 0, regionV2: 0, regionRotate: false,
  regionOffsetX: 0, regionOffsetY: 0,
  regionWidth: 0, regionHeight: 0,
  regionOriginalWidth: 0, regionOriginalHeight: 0,
  edges: null,
  width: 0, height: 0,
  updateUVs: function () {
    var width = this.regionU2 - this.regionU, height = this.regionV2 - this.regionV;
    var n = this.regionUVs.length;
    if (!this.uvs || this.uvs.length != n) {
            this.uvs = new spine.Float32Array(n);
    }
    if (this.regionRotate) {
      for (var i = 0; i < n; i += 2) {
                this.uvs[i] = this.regionU + this.regionUVs[i + 1] * width;
                this.uvs[i + 1] = this.regionV + height - this.regionUVs[i] * height;
      }
    } else {
      for (var i = 0; i < n; i += 2) {
                this.uvs[i] = this.regionU + this.regionUVs[i] * width;
                this.uvs[i + 1] = this.regionV + this.regionUVs[i + 1] * height;
      }
    }
  },
  computeWorldVertices: function (x, y, slot, worldVertices) {
    var bone = slot.bone;
    x += bone.worldX;
    y += bone.worldY;
    var m00 = bone.m00, m01 = bone.m01, m10 = bone.m10, m11 = bone.m11;
    var vertices = this.vertices;
    var verticesCount = vertices.length;
    if (slot.attachmentVertices.length == verticesCount) vertices = slot.attachmentVertices;
    for (var i = 0; i < verticesCount; i += 2) {
      var vx = vertices[i];
      var vy = vertices[i + 1];
      worldVertices[i] = vx * m00 + vy * m01 + x;
      worldVertices[i + 1] = vx * m10 + vy * m11 + y;
    }
  }
};

spine.SkinnedMeshAttachment = function (name) {
  this.name = name;
};
spine.SkinnedMeshAttachment.prototype = {
  type: spine.AttachmentType.skinnedmesh,
  bones: null,
  weights: null,
  uvs: null,
  regionUVs: null,
  triangles: null,
  hullLength: 0,
  r: 1, g: 1, b: 1, a: 1,
  path: null,
  rendererObject: null,
  regionU: 0, regionV: 0, regionU2: 0, regionV2: 0, regionRotate: false,
  regionOffsetX: 0, regionOffsetY: 0,
  regionWidth: 0, regionHeight: 0,
  regionOriginalWidth: 0, regionOriginalHeight: 0,
  edges: null,
  width: 0, height: 0,
  updateUVs: function (u, v, u2, v2, rotate) {
    var width = this.regionU2 - this.regionU, height = this.regionV2 - this.regionV;
    var n = this.regionUVs.length;
    if (!this.uvs || this.uvs.length != n) {
            this.uvs = new spine.Float32Array(n);
    }
    if (this.regionRotate) {
      for (var i = 0; i < n; i += 2) {
                this.uvs[i] = this.regionU + this.regionUVs[i + 1] * width;
                this.uvs[i + 1] = this.regionV + height - this.regionUVs[i] * height;
      }
    } else {
      for (var i = 0; i < n; i += 2) {
                this.uvs[i] = this.regionU + this.regionUVs[i] * width;
                this.uvs[i + 1] = this.regionV + this.regionUVs[i + 1] * height;
      }
    }
  },
  computeWorldVertices: function (x, y, slot, worldVertices) {
    var skeletonBones = slot.bone.skeleton.bones;
    var weights = this.weights;
    var bones = this.bones;

    var w = 0, v = 0, b = 0, f = 0, n = bones.length, nn;
    var wx, wy, bone, vx, vy, weight;
    if (!slot.attachmentVertices.length) {
      for (; v < n; w += 2) {
        wx = 0;
        wy = 0;
        nn = bones[v++] + v;
        for (; v < nn; v++, b += 3) {
          bone = skeletonBones[bones[v]];
          vx = weights[b];
          vy = weights[b + 1];
          weight = weights[b + 2];
          wx += (vx * bone.m00 + vy * bone.m01 + bone.worldX) * weight;
          wy += (vx * bone.m10 + vy * bone.m11 + bone.worldY) * weight;
        }
        worldVertices[w] = wx + x;
        worldVertices[w + 1] = wy + y;
      }
    } else {
      var ffd = slot.attachmentVertices;
      for (; v < n; w += 2) {
        wx = 0;
        wy = 0;
        nn = bones[v++] + v;
        for (; v < nn; v++, b += 3, f += 2) {
          bone = skeletonBones[bones[v]];
          vx = weights[b] + ffd[f];
          vy = weights[b + 1] + ffd[f + 1];
          weight = weights[b + 2];
          wx += (vx * bone.m00 + vy * bone.m01 + bone.worldX) * weight;
          wy += (vx * bone.m10 + vy * bone.m11 + bone.worldY) * weight;
        }
        worldVertices[w] = wx + x;
        worldVertices[w + 1] = wy + y;
      }
    }
  }
};

spine.BoundingBoxAttachment = function (name) {
  this.name = name;
  this.vertices = [];
};
spine.BoundingBoxAttachment.prototype = {
  type: spine.AttachmentType.boundingbox,
  computeWorldVertices: function (x, y, bone, worldVertices) {
    x += bone.worldX;
    y += bone.worldY;
    var m00 = bone.m00, m01 = bone.m01, m10 = bone.m10, m11 = bone.m11;
    var vertices = this.vertices;
    for (var i = 0, n = vertices.length; i < n; i += 2) {
      var px = vertices[i];
      var py = vertices[i + 1];
      worldVertices[i] = px * m00 + py * m01 + x;
      worldVertices[i + 1] = px * m10 + py * m11 + y;
    }
  }
};

spine.AnimationStateData = function (skeletonData) {
  this.skeletonData = skeletonData;
  this.animationToMixTime = {};
};
spine.AnimationStateData.prototype = {
  defaultMix: 0,
  setMixByName: function (fromName, toName, duration) {
    var from = this.skeletonData.findAnimation(fromName);
    if (!from) throw "Animation not found: " + fromName;
    var to = this.skeletonData.findAnimation(toName);
    if (!to) throw "Animation not found: " + toName;
    this.setMix(from, to, duration);
  },
  setMix: function (from, to, duration) {
    this.animationToMixTime[from.name + ":" + to.name] = duration;
  },
  getMix: function (from, to) {
    var key = from.name + ":" + to.name;
    return this.animationToMixTime.hasOwnProperty(key) ? this.animationToMixTime[key] : this.defaultMix;
  }
};

spine.TrackEntry = function () {};
spine.TrackEntry.prototype = {
  next: null, previous: null,
  animation: null,
  loop: false,
  delay: 0, time: 0, lastTime: -1, endTime: 0,
  timeScale: 1,
  mixTime: 0, mixDuration: 0, mix: 1,
  onStart: null, onEnd: null, onComplete: null, onEvent: null
};

spine.AnimationState = function (stateData) {
  this.data = stateData;
  this.tracks = [];
  this.events = [];
};
spine.AnimationState.prototype = {
  onStart: null,
  onEnd: null,
  onComplete: null,
  onEvent: null,
  timeScale: 1,
  update: function (delta) {
    delta *= this.timeScale;
    for (var i = 0; i < this.tracks.length; i++) {
      var current = this.tracks[i];
      if (!current) continue;

      current.time += delta * current.timeScale;
      if (current.previous) {
        var previousDelta = delta * current.previous.timeScale;
        current.previous.time += previousDelta;
        current.mixTime += previousDelta;
      }

      var next = current.next;
      if (next) {
        next.time = current.lastTime - next.delay;
        if (next.time >= 0) this.setCurrent(i, next);
      } else {
        // End non-looping animation when it reaches its end time and there is no next entry.
        if (!current.loop && current.lastTime >= current.endTime) this.clearTrack(i);
      }
    }
  },
  apply: function (skeleton) {
    for (var i = 0; i < this.tracks.length; i++) {
      var current = this.tracks[i];
      if (!current) continue;

      this.events.length = 0;

      var time = current.time;
      var lastTime = current.lastTime;
      var endTime = current.endTime;
      var loop = current.loop;
      if (!loop && time > endTime) time = endTime;

      var previous = current.previous;
      if (!previous) {
        if (current.mix == 1)
          current.animation.apply(skeleton, current.lastTime, time, loop, this.events);
        else
          current.animation.mix(skeleton, current.lastTime, time, loop, this.events, current.mix);
      } else {
        var previousTime = previous.time;
        if (!previous.loop && previousTime > previous.endTime) previousTime = previous.endTime;
        previous.animation.apply(skeleton, previousTime, previousTime, previous.loop, null);

        var alpha = current.mixTime / current.mixDuration * current.mix;
        if (alpha >= 1) {
          alpha = 1;
          current.previous = null;
        }
        current.animation.mix(skeleton, current.lastTime, time, loop, this.events, alpha);
      }

      for (var ii = 0, nn = this.events.length; ii < nn; ii++) {
        var event = this.events[ii];
        if (current.onEvent) current.onEvent(i, event);
        if (this.onEvent) this.onEvent(i, event);
      }

      // Check if completed the animation or a loop iteration.
      if (loop ? (lastTime % endTime > time % endTime) : (lastTime < endTime && time >= endTime)) {
        var count = Math.floor(time / endTime);
        if (current.onComplete) current.onComplete(i, count);
        if (this.onComplete) this.onComplete(i, count);
      }

      current.lastTime = current.time;
    }
  },
  clearTracks: function () {
    for (var i = 0, n = this.tracks.length; i < n; i++)
      this.clearTrack(i);
    this.tracks.length = 0; 
  },
  clearTrack: function (trackIndex) {
    if (trackIndex >= this.tracks.length) return;
    var current = this.tracks[trackIndex];
    if (!current) return;

    if (current.onEnd) current.onEnd(trackIndex);
    if (this.onEnd) this.onEnd(trackIndex);

    this.tracks[trackIndex] = null;
  },
  _expandToIndex: function (index) {
    if (index < this.tracks.length) return this.tracks[index];
    while (index >= this.tracks.length)
      this.tracks.push(null);
    return null;
  },
  setCurrent: function (index, entry) {
    var current = this._expandToIndex(index);
    if (current) {
      var previous = current.previous;
      current.previous = null;

      if (current.onEnd) current.onEnd(index);
      if (this.onEnd) this.onEnd(index);

      entry.mixDuration = this.data.getMix(current.animation, entry.animation);
      if (entry.mixDuration > 0) {
        entry.mixTime = 0;
        // If a mix is in progress, mix from the closest animation.
        if (previous && current.mixTime / current.mixDuration < 0.5)
          entry.previous = previous;
        else
          entry.previous = current;
      }
    }

    this.tracks[index] = entry;

    if (entry.onStart) entry.onStart(index);
    if (this.onStart) this.onStart(index);
  },
  setAnimationByName: function (trackIndex, animationName, loop) {
    var animation = this.data.skeletonData.findAnimation(animationName);
    if (!animation) throw "Animation not found: " + animationName;
    return this.setAnimation(trackIndex, animation, loop);
  },
  /** Set the current animation. Any queued animations are cleared. */
  setAnimation: function (trackIndex, animation, loop) {
    var entry = new spine.TrackEntry();
    entry.animation = animation;
    entry.loop = loop;
    entry.endTime = animation.duration;
    this.setCurrent(trackIndex, entry);
    return entry;
  },
  addAnimationByName: function (trackIndex, animationName, loop, delay) {
    var animation = this.data.skeletonData.findAnimation(animationName);
    if (!animation) throw "Animation not found: " + animationName;
    return this.addAnimation(trackIndex, animation, loop, delay);
  },
  /** Adds an animation to be played delay seconds after the current or last queued animation.
   * @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
  addAnimation: function (trackIndex, animation, loop, delay) {
    var entry = new spine.TrackEntry();
    entry.animation = animation;
    entry.loop = loop;
    entry.endTime = animation.duration;

    var last = this._expandToIndex(trackIndex);
    if (last) {
      while (last.next)
        last = last.next;
      last.next = entry;
    } else
      this.tracks[trackIndex] = entry;

    if (delay <= 0) {
      if (last)
        delay += last.endTime - this.data.getMix(last.animation, animation);
      else
        delay = 0;
    }
    entry.delay = delay;

    return entry;
  },
  /** May be null. */
  getCurrent: function (trackIndex) {
    if (trackIndex >= this.tracks.length) return null;
    return this.tracks[trackIndex];
  }
};

spine.SkeletonJson = function (attachmentLoader) {
  this.attachmentLoader = attachmentLoader;
};
spine.SkeletonJson.prototype = {
  scale: 1,
  readSkeletonData: function (root, name) {
    var skeletonData = new spine.SkeletonData();
    skeletonData.name = name;

    // Skeleton.
    var skeletonMap = root["skeleton"];
    if (skeletonMap) {
      skeletonData.hash = skeletonMap["hash"];
      skeletonData.version = skeletonMap["spine"];
      skeletonData.width = skeletonMap["width"] || 0;
      skeletonData.height = skeletonMap["height"] || 0;
    }

    // Bones.
    var bones = root["bones"];
    for (var i = 0, n = bones.length; i < n; i++) {
      var boneMap = bones[i];
      var parent = null;
      if (boneMap["parent"]) {
        parent = skeletonData.findBone(boneMap["parent"]);
        if (!parent) throw "Parent bone not found: " + boneMap["parent"];
      }
      var boneData = new spine.BoneData(boneMap["name"], parent);
      boneData.length = (boneMap["length"] || 0) * this.scale;
      boneData.x = (boneMap["x"] || 0) * this.scale;
      boneData.y = (boneMap["y"] || 0) * this.scale;
      boneData.rotation = (boneMap["rotation"] || 0);
      boneData.scaleX = boneMap.hasOwnProperty("scaleX") ? boneMap["scaleX"] : 1;
      boneData.scaleY = boneMap.hasOwnProperty("scaleY") ? boneMap["scaleY"] : 1;
      boneData.inheritScale = boneMap.hasOwnProperty("inheritScale") ? boneMap["inheritScale"] : true;
      boneData.inheritRotation = boneMap.hasOwnProperty("inheritRotation") ? boneMap["inheritRotation"] : true;
      skeletonData.bones.push(boneData);
    }

    // IK constraints.
    var ik = root["ik"];
    if (ik) {
      for (var i = 0, n = ik.length; i < n; i++) {
        var ikMap = ik[i];
        var ikConstraintData = new spine.IkConstraintData(ikMap["name"]);

        var bones = ikMap["bones"];
        for (var ii = 0, nn = bones.length; ii < nn; ii++) {
          var bone = skeletonData.findBone(bones[ii]);
          if (!bone) throw "IK bone not found: " + bones[ii];
          ikConstraintData.bones.push(bone);
        }

        ikConstraintData.target = skeletonData.findBone(ikMap["target"]);
        if (!ikConstraintData.target) throw "Target bone not found: " + ikMap["target"];

        ikConstraintData.bendDirection = (!ikMap.hasOwnProperty("bendPositive") || ikMap["bendPositive"]) ? 1 : -1;
        ikConstraintData.mix = ikMap.hasOwnProperty("mix") ? ikMap["mix"] : 1;

        skeletonData.ikConstraints.push(ikConstraintData);
      }
    }

    // Slots.
    var slots = root["slots"];
    for (var i = 0, n = slots.length; i < n; i++) {
      var slotMap = slots[i];
      var boneData = skeletonData.findBone(slotMap["bone"]);
      if (!boneData) throw "Slot bone not found: " + slotMap["bone"];
      var slotData = new spine.SlotData(slotMap["name"], boneData);

      var color = slotMap["color"];
      if (color) {
        slotData.r = this.toColor(color, 0);
        slotData.g = this.toColor(color, 1);
        slotData.b = this.toColor(color, 2);
        slotData.a = this.toColor(color, 3);
      }

      slotData.attachmentName = slotMap["attachment"];
      slotData.blendMode = spine.BlendMode[slotMap["blend"] || "normal"];

      skeletonData.slots.push(slotData);
    }

    // Skins.
    var skins = root["skins"];
    for (var skinName in skins) {
      if (!skins.hasOwnProperty(skinName)) continue;
      var skinMap = skins[skinName];
      var skin = new spine.Skin(skinName);
      for (var slotName in skinMap) {
        if (!skinMap.hasOwnProperty(slotName)) continue;
        var slotIndex = skeletonData.findSlotIndex(slotName);
        var slotEntry = skinMap[slotName];
        for (var attachmentName in slotEntry) {
          if (!slotEntry.hasOwnProperty(attachmentName)) continue;
          var attachment = this.readAttachment(skin, attachmentName, slotEntry[attachmentName]);
          if (attachment) skin.addAttachment(slotIndex, attachmentName, attachment);
        }
      }
      skeletonData.skins.push(skin);
      if (skin.name == "default") skeletonData.defaultSkin = skin;
    }

    // Events.
    var events = root["events"];
    for (var eventName in events) {
      if (!events.hasOwnProperty(eventName)) continue;
      var eventMap = events[eventName];
      var eventData = new spine.EventData(eventName);
      eventData.intValue = eventMap["int"] || 0;
      eventData.floatValue = eventMap["float"] || 0;
      eventData.stringValue = eventMap["string"] || null;
      skeletonData.events.push(eventData);
    }

    // Animations.
    var animations = root["animations"];
    for (var animationName in animations) {
      if (!animations.hasOwnProperty(animationName)) continue;
      this.readAnimation(animationName, animations[animationName], skeletonData);
    }

    return skeletonData;
  },
  readAttachment: function (skin, name, map) {
    name = map["name"] || name;

    var type = spine.AttachmentType[map["type"] || "region"];
    var path = map["path"] || name;
    
    var scale = this.scale;
    if (type == spine.AttachmentType.region) {
      var region = this.attachmentLoader.newRegionAttachment(skin, name, path);
      if (!region) return null;
      region.path = path;
      region.x = (map["x"] || 0) * scale;
      region.y = (map["y"] || 0) * scale;
      region.scaleX = map.hasOwnProperty("scaleX") ? map["scaleX"] : 1;
      region.scaleY = map.hasOwnProperty("scaleY") ? map["scaleY"] : 1;
      region.rotation = map["rotation"] || 0;
      region.width = (map["width"] || 0) * scale;
      region.height = (map["height"] || 0) * scale;

      var color = map["color"];
      if (color) {
        region.r = this.toColor(color, 0);
        region.g = this.toColor(color, 1);
        region.b = this.toColor(color, 2);
        region.a = this.toColor(color, 3);
      }

      region.updateOffset();
      return region;
    } else if (type == spine.AttachmentType.mesh) {
      var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
      if (!mesh) return null;
      mesh.path = path; 
      mesh.vertices = this.getFloatArray(map, "vertices", scale);
      mesh.triangles = this.getIntArray(map, "triangles");
      mesh.regionUVs = this.getFloatArray(map, "uvs", 1);
      mesh.updateUVs();

      color = map["color"];
      if (color) {
        mesh.r = this.toColor(color, 0);
        mesh.g = this.toColor(color, 1);
        mesh.b = this.toColor(color, 2);
        mesh.a = this.toColor(color, 3);
      }

      mesh.hullLength = (map["hull"] || 0) * 2;
      if (map["edges"]) mesh.edges = this.getIntArray(map, "edges");
      mesh.width = (map["width"] || 0) * scale;
      mesh.height = (map["height"] || 0) * scale;
      return mesh;
    } else if (type == spine.AttachmentType.skinnedmesh) {
      var mesh = this.attachmentLoader.newSkinnedMeshAttachment(skin, name, path);
      if (!mesh) return null;
      mesh.path = path;

      var uvs = this.getFloatArray(map, "uvs", 1);
      var vertices = this.getFloatArray(map, "vertices", 1);
      var weights = [];
      var bones = [];
      for (var i = 0, n = vertices.length; i < n; ) {
        var boneCount = vertices[i++] | 0;
        bones[bones.length] = boneCount;
        for (var nn = i + boneCount * 4; i < nn; ) {
          bones[bones.length] = vertices[i];
          weights[weights.length] = vertices[i + 1] * scale;
          weights[weights.length] = vertices[i + 2] * scale;
          weights[weights.length] = vertices[i + 3];
          i += 4;
        }
      }
      mesh.bones = bones;
      mesh.weights = weights;
      mesh.triangles = this.getIntArray(map, "triangles");
      mesh.regionUVs = uvs;
      mesh.updateUVs();
      
      color = map["color"];
      if (color) {
        mesh.r = this.toColor(color, 0);
        mesh.g = this.toColor(color, 1);
        mesh.b = this.toColor(color, 2);
        mesh.a = this.toColor(color, 3);
      }
      
      mesh.hullLength = (map["hull"] || 0) * 2;
      if (map["edges"]) mesh.edges = this.getIntArray(map, "edges");
      mesh.width = (map["width"] || 0) * scale;
      mesh.height = (map["height"] || 0) * scale;
      return mesh;
    } else if (type == spine.AttachmentType.boundingbox) {
      var attachment = this.attachmentLoader.newBoundingBoxAttachment(skin, name);
      var vertices = map["vertices"];
      for (var i = 0, n = vertices.length; i < n; i++)
        attachment.vertices.push(vertices[i] * scale);
      return attachment;
    }
    throw "Unknown attachment type: " + type;
  },
  readAnimation: function (name, map, skeletonData) {
    var timelines = [];
    var duration = 0;

    var slots = map["slots"];
    for (var slotName in slots) {
      if (!slots.hasOwnProperty(slotName)) continue;
      var slotMap = slots[slotName];
      var slotIndex = skeletonData.findSlotIndex(slotName);

      for (var timelineName in slotMap) {
        if (!slotMap.hasOwnProperty(timelineName)) continue;
        var values = slotMap[timelineName];
        if (timelineName == "color") {
          var timeline = new spine.ColorTimeline(values.length);
          timeline.slotIndex = slotIndex;

          var frameIndex = 0;
          for (var i = 0, n = values.length; i < n; i++) {
            var valueMap = values[i];
            var color = valueMap["color"];
            var r = this.toColor(color, 0);
            var g = this.toColor(color, 1);
            var b = this.toColor(color, 2);
            var a = this.toColor(color, 3);
            timeline.setFrame(frameIndex, valueMap["time"], r, g, b, a);
            this.readCurve(timeline, frameIndex, valueMap);
            frameIndex++;
          }
          timelines.push(timeline);
          duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 5 - 5]);

        } else if (timelineName == "attachment") {
          var timeline = new spine.AttachmentTimeline(values.length);
          timeline.slotIndex = slotIndex;

          var frameIndex = 0;
          for (var i = 0, n = values.length; i < n; i++) {
            var valueMap = values[i];
            timeline.setFrame(frameIndex++, valueMap["time"], valueMap["name"]);
          }
          timelines.push(timeline);
          duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);

        } else
          throw "Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")";
      }
    }

    var bones = map["bones"];
    for (var boneName in bones) {
      if (!bones.hasOwnProperty(boneName)) continue;
      var boneIndex = skeletonData.findBoneIndex(boneName);
      if (boneIndex == -1) throw "Bone not found: " + boneName;
      var boneMap = bones[boneName];

      for (var timelineName in boneMap) {
        if (!boneMap.hasOwnProperty(timelineName)) continue;
        var values = boneMap[timelineName];
        if (timelineName == "rotate") {
          var timeline = new spine.RotateTimeline(values.length);
          timeline.boneIndex = boneIndex;

          var frameIndex = 0;
          for (var i = 0, n = values.length; i < n; i++) {
            var valueMap = values[i];
            timeline.setFrame(frameIndex, valueMap["time"], valueMap["angle"]);
            this.readCurve(timeline, frameIndex, valueMap);
            frameIndex++;
          }
          timelines.push(timeline);
          duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 2 - 2]);

        } else if (timelineName == "translate" || timelineName == "scale") {
          var timeline;
          var timelineScale = 1;
          if (timelineName == "scale")
            timeline = new spine.ScaleTimeline(values.length);
          else {
            timeline = new spine.TranslateTimeline(values.length);
            timelineScale = this.scale;
          }
          timeline.boneIndex = boneIndex;

          var frameIndex = 0;
          for (var i = 0, n = values.length; i < n; i++) {
            var valueMap = values[i];
            var x = (valueMap["x"] || 0) * timelineScale;
            var y = (valueMap["y"] || 0) * timelineScale;
            timeline.setFrame(frameIndex, valueMap["time"], x, y);
            this.readCurve(timeline, frameIndex, valueMap);
            frameIndex++;
          }
          timelines.push(timeline);
          duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 3 - 3]);

        } else if (timelineName == "flipX" || timelineName == "flipY") {
          var x = timelineName == "flipX";
          var timeline = x ? new spine.FlipXTimeline(values.length) : new spine.FlipYTimeline(values.length);
          timeline.boneIndex = boneIndex;

          var field = x ? "x" : "y";
          var frameIndex = 0;
          for (var i = 0, n = values.length; i < n; i++) {
            var valueMap = values[i];
            timeline.setFrame(frameIndex, valueMap["time"], valueMap[field] || false);
            frameIndex++;
          }
          timelines.push(timeline);
          duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 2 - 2]);
        } else
          throw "Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")";
      }
    }

    var ikMap = map["ik"];
    for (var ikConstraintName in ikMap) {
      if (!ikMap.hasOwnProperty(ikConstraintName)) continue;
      var ikConstraint = skeletonData.findIkConstraint(ikConstraintName);
      var values = ikMap[ikConstraintName];
      var timeline = new spine.IkConstraintTimeline(values.length);
      timeline.ikConstraintIndex = skeletonData.ikConstraints.indexOf(ikConstraint);
      var frameIndex = 0;
      for (var i = 0, n = values.length; i < n; i++) {
        var valueMap = values[i];
        var mix = valueMap.hasOwnProperty("mix") ? valueMap["mix"] : 1;
        var bendDirection = (!valueMap.hasOwnProperty("bendPositive") || valueMap["bendPositive"]) ? 1 : -1;
        timeline.setFrame(frameIndex, valueMap["time"], mix, bendDirection);
        this.readCurve(timeline, frameIndex, valueMap);
        frameIndex++;
      }
      timelines.push(timeline);
      duration = Math.max(duration, timeline.frames[timeline.frameCount * 3 - 3]);
    }

    var ffd = map["ffd"];
    for (var skinName in ffd) {
      var skin = skeletonData.findSkin(skinName);
      var slotMap = ffd[skinName];
      for (slotName in slotMap) {
        var slotIndex = skeletonData.findSlotIndex(slotName);
        var meshMap = slotMap[slotName];
        for (var meshName in meshMap) {
          var values = meshMap[meshName];
          var timeline = new spine.FfdTimeline(values.length);
          var attachment = skin.getAttachment(slotIndex, meshName);
          if (!attachment) throw "FFD attachment not found: " + meshName;
          timeline.slotIndex = slotIndex;
          timeline.attachment = attachment;
          
          var isMesh = attachment.type == spine.AttachmentType.mesh;
          var vertexCount;
          if (isMesh)
            vertexCount = attachment.vertices.length;
          else
            vertexCount = attachment.weights.length / 3 * 2;

          var frameIndex = 0;
          for (var i = 0, n = values.length; i < n; i++) {
            var valueMap = values[i];
            var vertices;
            if (!valueMap["vertices"]) {
              if (isMesh)
                vertices = attachment.vertices;
              else {
                vertices = [];
                vertices.length = vertexCount;
              }
            } else {
              var verticesValue = valueMap["vertices"];
              var vertices = [];
              vertices.length = vertexCount;
              var start = valueMap["offset"] || 0;
              var nn = verticesValue.length;
              if (this.scale == 1) {
                for (var ii = 0; ii < nn; ii++)
                  vertices[ii + start] = verticesValue[ii];
              } else {
                for (var ii = 0; ii < nn; ii++)
                  vertices[ii + start] = verticesValue[ii] * this.scale;
              }
              if (isMesh) {
                var meshVertices = attachment.vertices;
                for (var ii = 0, nn = vertices.length; ii < nn; ii++)
                  vertices[ii] += meshVertices[ii];
              }
            }
            
            timeline.setFrame(frameIndex, valueMap["time"], vertices);
            this.readCurve(timeline, frameIndex, valueMap);
            frameIndex++;
          }
          timelines[timelines.length] = timeline;
          duration = Math.max(duration, timeline.frames[timeline.frameCount - 1]);
        }
      }
    }

    var drawOrderValues = map["drawOrder"];
    if (!drawOrderValues) drawOrderValues = map["draworder"];
    if (drawOrderValues) {
      var timeline = new spine.DrawOrderTimeline(drawOrderValues.length);
      var slotCount = skeletonData.slots.length;
      var frameIndex = 0;
      for (var i = 0, n = drawOrderValues.length; i < n; i++) {
        var drawOrderMap = drawOrderValues[i];
        var drawOrder = null;
        if (drawOrderMap["offsets"]) {
          drawOrder = [];
          drawOrder.length = slotCount;
          for (var ii = slotCount - 1; ii >= 0; ii--)
            drawOrder[ii] = -1;
          var offsets = drawOrderMap["offsets"];
          var unchanged = [];
          unchanged.length = slotCount - offsets.length;
          var originalIndex = 0, unchangedIndex = 0;
          for (var ii = 0, nn = offsets.length; ii < nn; ii++) {
            var offsetMap = offsets[ii];
            var slotIndex = skeletonData.findSlotIndex(offsetMap["slot"]);
            if (slotIndex == -1) throw "Slot not found: " + offsetMap["slot"];
            // Collect unchanged items.
            while (originalIndex != slotIndex)
              unchanged[unchangedIndex++] = originalIndex++;
            // Set changed items.
            drawOrder[originalIndex + offsetMap["offset"]] = originalIndex++;
          }
          // Collect remaining unchanged items.
          while (originalIndex < slotCount)
            unchanged[unchangedIndex++] = originalIndex++;
          // Fill in unchanged items.
          for (var ii = slotCount - 1; ii >= 0; ii--)
            if (drawOrder[ii] == -1) drawOrder[ii] = unchanged[--unchangedIndex];
        }
        timeline.setFrame(frameIndex++, drawOrderMap["time"], drawOrder);
      }
      timelines.push(timeline);
      duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
    }

    var events = map["events"];
    if (events) {
      var timeline = new spine.EventTimeline(events.length);
      var frameIndex = 0;
      for (var i = 0, n = events.length; i < n; i++) {
        var eventMap = events[i];
        var eventData = skeletonData.findEvent(eventMap["name"]);
        if (!eventData) throw "Event not found: " + eventMap["name"];
        var event = new spine.Event(eventData);
        event.intValue = eventMap.hasOwnProperty("int") ? eventMap["int"] : eventData.intValue;
        event.floatValue = eventMap.hasOwnProperty("float") ? eventMap["float"] : eventData.floatValue;
        event.stringValue = eventMap.hasOwnProperty("string") ? eventMap["string"] : eventData.stringValue;
        timeline.setFrame(frameIndex++, eventMap["time"], event);
      }
      timelines.push(timeline);
      duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
    }

    skeletonData.animations.push(new spine.Animation(name, timelines, duration));
  },
  readCurve: function (timeline, frameIndex, valueMap) {
    var curve = valueMap["curve"];
    if (!curve) 
      timeline.curves.setLinear(frameIndex);
    else if (curve == "stepped")
      timeline.curves.setStepped(frameIndex);
    else if (curve instanceof Array)
      timeline.curves.setCurve(frameIndex, curve[0], curve[1], curve[2], curve[3]);
  },
  toColor: function (hexString, colorIndex) {
    if (hexString.length != 8) throw "Color hexidecimal length must be 8, recieved: " + hexString;
    return parseInt(hexString.substring(colorIndex * 2, (colorIndex * 2) + 2), 16) / 255;
  },
  getFloatArray: function (map, name, scale) {
    var list = map[name];
    var values = new spine.Float32Array(list.length);
    var i = 0, n = list.length;
    if (scale == 1) {
      for (; i < n; i++)
        values[i] = list[i];
    } else {
      for (; i < n; i++)
        values[i] = list[i] * scale;
    }
    return values;
  },
  getIntArray: function (map, name) {
    var list = map[name];
    var values = new spine.Uint16Array(list.length);
    for (var i = 0, n = list.length; i < n; i++)
      values[i] = list[i] | 0;
    return values;
  }
};

spine.Atlas = function (atlasText, textureLoader) {
  this.textureLoader = textureLoader;
  this.pages = [];
  this.regions = [];

  var reader = new spine.AtlasReader(atlasText);
  var tuple = [];
  tuple.length = 4;
  var page = null;
  while (true) {
    var line = reader.readLine();
    if (line === null) break;
    line = reader.trim(line);
    if (!line.length)
      page = null;
    else if (!page) {
      page = new spine.AtlasPage();
      page.name = line;

      if (reader.readTuple(tuple) == 2) { // size is only optional for an atlas packed with an old TexturePacker.
        page.width = parseInt(tuple[0]);
        page.height = parseInt(tuple[1]);
        reader.readTuple(tuple);
      }
      page.format = spine.Atlas.Format[tuple[0]];

      reader.readTuple(tuple);
      page.minFilter = spine.Atlas.TextureFilter[tuple[0]];
      page.magFilter = spine.Atlas.TextureFilter[tuple[1]];

      var direction = reader.readValue();
      page.uWrap = spine.Atlas.TextureWrap.clampToEdge;
      page.vWrap = spine.Atlas.TextureWrap.clampToEdge;
      if (direction == "x")
        page.uWrap = spine.Atlas.TextureWrap.repeat;
      else if (direction == "y")
        page.vWrap = spine.Atlas.TextureWrap.repeat;
      else if (direction == "xy")
        page.uWrap = page.vWrap = spine.Atlas.TextureWrap.repeat;

      textureLoader.load(page, line, this);

      this.pages.push(page);

    } else {
      var region = new spine.AtlasRegion();
      region.name = line;
      region.page = page;

      region.rotate = reader.readValue() == "true";

      reader.readTuple(tuple);
      var x = parseInt(tuple[0]);
      var y = parseInt(tuple[1]);

      reader.readTuple(tuple);
      var width = parseInt(tuple[0]);
      var height = parseInt(tuple[1]);

      region.u = x / page.width;
      region.v = y / page.height;
      if (region.rotate) {
        region.u2 = (x + height) / page.width;
        region.v2 = (y + width) / page.height;
      } else {
        region.u2 = (x + width) / page.width;
        region.v2 = (y + height) / page.height;
      }
      region.x = x;
      region.y = y;
      region.width = Math.abs(width);
      region.height = Math.abs(height);

      if (reader.readTuple(tuple) == 4) { // split is optional
        region.splits = [parseInt(tuple[0]), parseInt(tuple[1]), parseInt(tuple[2]), parseInt(tuple[3])];

        if (reader.readTuple(tuple) == 4) { // pad is optional, but only present with splits
          region.pads = [parseInt(tuple[0]), parseInt(tuple[1]), parseInt(tuple[2]), parseInt(tuple[3])];

          reader.readTuple(tuple);
        }
      }

      region.originalWidth = parseInt(tuple[0]);
      region.originalHeight = parseInt(tuple[1]);

      reader.readTuple(tuple);
      region.offsetX = parseInt(tuple[0]);
      region.offsetY = parseInt(tuple[1]);

      region.index = parseInt(reader.readValue());

      this.regions.push(region);
    }
  }
};
spine.Atlas.prototype = {
  findRegion: function (name) {
    var regions = this.regions;
    for (var i = 0, n = regions.length; i < n; i++)
      if (regions[i].name == name) return regions[i];
    return null;
  },
  dispose: function () {
    var pages = this.pages;
    for (var i = 0, n = pages.length; i < n; i++)
      this.textureLoader.unload(pages[i].rendererObject);
  },
  updateUVs: function (page) {
    var regions = this.regions;
    for (var i = 0, n = regions.length; i < n; i++) {
      var region = regions[i];
      if (region.page != page) continue;
      region.u = region.x / page.width;
      region.v = region.y / page.height;
      if (region.rotate) {
        region.u2 = (region.x + region.height) / page.width;
        region.v2 = (region.y + region.width) / page.height;
      } else {
        region.u2 = (region.x + region.width) / page.width;
        region.v2 = (region.y + region.height) / page.height;
      }
    }
  }
};

spine.Atlas.Format = {
  alpha: 0,
  intensity: 1,
  luminanceAlpha: 2,
  rgb565: 3,
  rgba4444: 4,
  rgb888: 5,
  rgba8888: 6
};

spine.Atlas.TextureFilter = {
  nearest: 0,
  linear: 1,
  mipMap: 2,
  mipMapNearestNearest: 3,
  mipMapLinearNearest: 4,
  mipMapNearestLinear: 5,
  mipMapLinearLinear: 6
};

spine.Atlas.TextureWrap = {
  mirroredRepeat: 0,
  clampToEdge: 1,
  repeat: 2
};

spine.AtlasPage = function () {};
spine.AtlasPage.prototype = {
  name: null,
  format: null,
  minFilter: null,
  magFilter: null,
  uWrap: null,
  vWrap: null,
  rendererObject: null,
  width: 0,
  height: 0
};

spine.AtlasRegion = function () {};
spine.AtlasRegion.prototype = {
  page: null,
  name: null,
  x: 0, y: 0,
  width: 0, height: 0,
  u: 0, v: 0, u2: 0, v2: 0,
  offsetX: 0, offsetY: 0,
  originalWidth: 0, originalHeight: 0,
  index: 0,
  rotate: false,
  splits: null,
  pads: null
};

spine.AtlasReader = function (text) {
  this.lines = text.split(/\r\n|\r|\n/);
};
spine.AtlasReader.prototype = {
  index: 0,
  trim: function (value) {
    return value.replace(/^\s+|\s+$/g, "");
  },
  readLine: function () {
    if (this.index >= this.lines.length) return null;
    return this.lines[this.index++];
  },
  readValue: function () {
    var line = this.readLine();
    var colon = line.indexOf(":");
    if (colon == -1) throw "Invalid line: " + line;
    return this.trim(line.substring(colon + 1));
  },
  /** Returns the number of tuple values read (1, 2 or 4). */
  readTuple: function (tuple) {
    var line = this.readLine();
    var colon = line.indexOf(":");
    if (colon == -1) throw "Invalid line: " + line;
    var i = 0, lastMatch = colon + 1;
    for (; i < 3; i++) {
      var comma = line.indexOf(",", lastMatch);
      if (comma == -1) break;
      tuple[i] = this.trim(line.substr(lastMatch, comma - lastMatch));
      lastMatch = comma + 1;
    }
    tuple[i] = this.trim(line.substring(lastMatch));
    return i + 1;
  }
};

spine.AtlasAttachmentLoader = function (atlas) {
  this.atlas = atlas;
};
spine.AtlasAttachmentLoader.prototype = {
  newRegionAttachment: function (skin, name, path) {
    var region = this.atlas.findRegion(path);
    if (!region) throw "Region not found in atlas: " + path + " (region attachment: " + name + ")";
    var attachment = new spine.RegionAttachment(name);
    attachment.rendererObject = region;
    attachment.setUVs(region.u, region.v, region.u2, region.v2, region.rotate);
    attachment.regionOffsetX = region.offsetX;
    attachment.regionOffsetY = region.offsetY;
    attachment.regionWidth = region.width;
    attachment.regionHeight = region.height;
    attachment.regionOriginalWidth = region.originalWidth;
    attachment.regionOriginalHeight = region.originalHeight;
    return attachment;
  },
  newMeshAttachment: function (skin, name, path) {
    var region = this.atlas.findRegion(path);
    if (!region) throw "Region not found in atlas: " + path + " (mesh attachment: " + name + ")";
    var attachment = new spine.MeshAttachment(name);
    attachment.rendererObject = region;
    attachment.regionU = region.u;
    attachment.regionV = region.v;
    attachment.regionU2 = region.u2;
    attachment.regionV2 = region.v2;
    attachment.regionRotate = region.rotate;
    attachment.regionOffsetX = region.offsetX;
    attachment.regionOffsetY = region.offsetY;
    attachment.regionWidth = region.width;
    attachment.regionHeight = region.height;
    attachment.regionOriginalWidth = region.originalWidth;
    attachment.regionOriginalHeight = region.originalHeight;
    return attachment;
  },
  newSkinnedMeshAttachment: function (skin, name, path) {
    var region = this.atlas.findRegion(path);
    if (!region) throw "Region not found in atlas: " + path + " (skinned mesh attachment: " + name + ")";
    var attachment = new spine.SkinnedMeshAttachment(name);
    attachment.rendererObject = region;
    attachment.regionU = region.u;
    attachment.regionV = region.v;
    attachment.regionU2 = region.u2;
    attachment.regionV2 = region.v2;
    attachment.regionRotate = region.rotate;
    attachment.regionOffsetX = region.offsetX;
    attachment.regionOffsetY = region.offsetY;
    attachment.regionWidth = region.width;
    attachment.regionHeight = region.height;
    attachment.regionOriginalWidth = region.originalWidth;
    attachment.regionOriginalHeight = region.originalHeight;
    return attachment;
  },
  newBoundingBoxAttachment: function (skin, name) {
    return new spine.BoundingBoxAttachment(name);
  }
};

spine.SkeletonBounds = function () {
  this.polygonPool = [];
  this.polygons = [];
  this.boundingBoxes = [];
};
spine.SkeletonBounds.prototype = {
  minX: 0, minY: 0, maxX: 0, maxY: 0,
  update: function (skeleton, updateAabb) {
    var slots = skeleton.slots;
    var slotCount = slots.length;
    var x = skeleton.x, y = skeleton.y;
    var boundingBoxes = this.boundingBoxes;
    var polygonPool = this.polygonPool;
    var polygons = this.polygons;

    boundingBoxes.length = 0;
    for (var i = 0, n = polygons.length; i < n; i++)
      polygonPool.push(polygons[i]);
    polygons.length = 0;

    for (var i = 0; i < slotCount; i++) {
      var slot = slots[i];
      var boundingBox = slot.attachment;
      if (boundingBox.type != spine.AttachmentType.boundingbox) continue;
      boundingBoxes.push(boundingBox);

      var poolCount = polygonPool.length, polygon;
      if (poolCount > 0) {
        polygon = polygonPool[poolCount - 1];
        polygonPool.splice(poolCount - 1, 1);
      } else
        polygon = [];
      polygons.push(polygon);

      polygon.length = boundingBox.vertices.length;
      boundingBox.computeWorldVertices(x, y, slot.bone, polygon);
    }

    if (updateAabb) this.aabbCompute();
  },
  aabbCompute: function () {
    var polygons = this.polygons;
    var minX = Number.MAX_VALUE, minY = Number.MAX_VALUE, maxX = Number.MIN_VALUE, maxY = Number.MIN_VALUE;
    for (var i = 0, n = polygons.length; i < n; i++) {
      var vertices = polygons[i];
      for (var ii = 0, nn = vertices.length; ii < nn; ii += 2) {
        var x = vertices[ii];
        var y = vertices[ii + 1];
        minX = Math.min(minX, x);
        minY = Math.min(minY, y);
        maxX = Math.max(maxX, x);
        maxY = Math.max(maxY, y);
      }
    }
    this.minX = minX;
    this.minY = minY;
    this.maxX = maxX;
    this.maxY = maxY;
  },
  /** Returns true if the axis aligned bounding box contains the point. */
  aabbContainsPoint: function (x, y) {
    return x >= this.minX && x <= this.maxX && y >= this.minY && y <= this.maxY;
  },
  /** Returns true if the axis aligned bounding box intersects the line segment. */
  aabbIntersectsSegment: function (x1, y1, x2, y2) {
    var minX = this.minX, minY = this.minY, maxX = this.maxX, maxY = this.maxY;
    if ((x1 <= minX && x2 <= minX) || (y1 <= minY && y2 <= minY) || (x1 >= maxX && x2 >= maxX) || (y1 >= maxY && y2 >= maxY))
      return false;
    var m = (y2 - y1) / (x2 - x1);
    var y = m * (minX - x1) + y1;
    if (y > minY && y < maxY) return true;
    y = m * (maxX - x1) + y1;
    if (y > minY && y < maxY) return true;
    var x = (minY - y1) / m + x1;
    if (x > minX && x < maxX) return true;
    x = (maxY - y1) / m + x1;
    if (x > minX && x < maxX) return true;
    return false;
  },
  /** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */
  aabbIntersectsSkeleton: function (bounds) {
    return this.minX < bounds.maxX && this.maxX > bounds.minX && this.minY < bounds.maxY && this.maxY > bounds.minY;
  },
  /** Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more
   * efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true. */
  containsPoint: function (x, y) {
    var polygons = this.polygons;
    for (var i = 0, n = polygons.length; i < n; i++)
      if (this.polygonContainsPoint(polygons[i], x, y)) return this.boundingBoxes[i];
    return null;
  },
  /** Returns the first bounding box attachment that contains the line segment, or null. When doing many checks, it is usually
   * more efficient to only call this method if {@link #aabbIntersectsSegment(float, float, float, float)} returns true. */
  intersectsSegment: function (x1, y1, x2, y2) {
    var polygons = this.polygons;
    for (var i = 0, n = polygons.length; i < n; i++)
      if (polygons[i].intersectsSegment(x1, y1, x2, y2)) return this.boundingBoxes[i];
    return null;
  },
  /** Returns true if the polygon contains the point. */
  polygonContainsPoint: function (polygon, x, y) {
    var nn = polygon.length;
    var prevIndex = nn - 2;
    var inside = false;
    for (var ii = 0; ii < nn; ii += 2) {
      var vertexY = polygon[ii + 1];
      var prevY = polygon[prevIndex + 1];
      if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) {
        var vertexX = polygon[ii];
        if (vertexX + (y - vertexY) / (prevY - vertexY) * (polygon[prevIndex] - vertexX) < x) inside = !inside;
      }
      prevIndex = ii;
    }
    return inside;
  },
  /** Returns true if the polygon contains the line segment. */
  polygonIntersectsSegment: function (polygon, x1, y1, x2, y2) {
    var nn = polygon.length;
    var width12 = x1 - x2, height12 = y1 - y2;
    var det1 = x1 * y2 - y1 * x2;
    var x3 = polygon[nn - 2], y3 = polygon[nn - 1];
    for (var ii = 0; ii < nn; ii += 2) {
      var x4 = polygon[ii], y4 = polygon[ii + 1];
      var det2 = x3 * y4 - y3 * x4;
      var width34 = x3 - x4, height34 = y3 - y4;
      var det3 = width12 * height34 - height12 * width34;
      var x = (det1 * width34 - width12 * det2) / det3;
      if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))) {
        var y = (det1 * height34 - height12 * det2) / det3;
        if (((y >= y3 && y <= y4) || (y >= y4 && y <= y3)) && ((y >= y1 && y <= y2) || (y >= y2 && y <= y1))) return true;
      }
      x3 = x4;
      y3 = y4;
    }
    return false;
  },
  getPolygon: function (attachment) {
    var index = this.boundingBoxes.indexOf(attachment);
    return index == -1 ? null : this.polygons[index];
  },
  getWidth: function () {
    return this.maxX - this.minX;
  },
  getHeight: function () {
    return this.maxY - this.minY;
  }
};